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DDraceNetwork / mapping
Here you can talk about mapping, ask mapping related questions or request new ratings for released maps
Between 2021-12-05 00:00:00Z and 2021-12-06 00:00:00Z
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Fun-fact because velramp was chosen to be 1/c^v as velocity increases the ramp value goes to 0, causing the velocity to go to 0. So you get the weird effect where if you go extremely fast you stop moving 😄
16:03
For simplicity let's say you are holding D and are grounded. On Tick you get Accel(ground_control_accel) added to your velocity. Velocity is capped at MaxSpeed(ground_control_speed). After that at TickDefered your velocity is scaled using the VelocityRamp, this is as far as I'm aware just to give the game a certain character. If you do tune velramp_curvature 1 you'll see how movement feels different without it
16:05
Velocities below 550(velramp_start) aren't touched and after 550 you get slowed down more and more until at some speed I don't know you just don't move at all (edited)
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that actually affects some speedruns. like on these shortrun maps top players stop giving themselfes more speed with grenade after a certain time because they maxed out on speed
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I’m not completely sure of the mechanic that allows you to get your speed back after you stop adding speed though, as soon as you let go of D you’ll start moving faster and faster. Maybe @heinrich5991 or @deen knows that part
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I guess it's the same thing but backwards, as the input number decreases the output starts getting bigger again
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Yep but it seems the new calculated velocity from the velramp completely replaces the old one. So you are at 0 when you let go. Not sure how/where it stores the actual velocity value
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it definitely doesnt get completely replaced
22:09
you can still see your real speed without ramp in debug
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